Convert a 3DS file to .RWX format
One of the most easy methods is to use a small 40Kb program called 3dsToRwx which is available for free download at http://www*activeworlds*com/products/download*asp. You'll also need to download dos4GW which you can find at the same URL.
It's important to model using the right scale to avoid having to resize afterwards.
For most 3D modeling programs, 1 unit equals 10 meters once the object is in AW (OW, aso..), make a test with a floor of 1x1 to asure yourself of the result.
In contradiction with the objects, avatars need to have their axis placed at the viewing field (at eye level).
The "skinned" option isn't supported yet, you'll have to create your avatars in several parts and asure yourself that the rotation axis and junctions for each part are correctly defined.
Create a hierachical structure as followes :
ower leg right
ower leg left
When saving (or exporting) as 3ds file, be careful not to have a group but only one or multiple distinct objects.
Choose a filename of 8 characters maximum as it is the maximum supported by 3dsToRwx.
How does it work ?
In this example we will convert "avatar.3ds" located in "C:\my3D".
Copy 3dsToRwx and Dos4GW into "C:\my3D".
Copy "avatar.3ds" into the same directory.
Open a MS-DOS session : Start/Execute then type "cmd" (without the quotes) and hit <Enter>.
Once the cursor in the MS-DOS session, type "cd \my3D" (without the quotes) and hit <Enter>.
To start the conversion, type "3dstorwx" (without the quotes) followed by the desired options and object filename
When only typing "3dstorwx" some conversion options are displayed.
The most useful are :
-h - Generate hierarchical model
-n[scale] - Normalise output[output scale factor(default 1.0)]
-c - Center output on origin.
-p - Use Prototypes in output file
-s - Split file into component parts
-t - Include Textures in output
conserves the original scale used when the object was created.
generates the hierarchy of the object, only useful for conversion of an avatar when such structure has been defined for this avatar of course.
places the axis in the center of the object.
devides each object as protobegin-protoend (prototypes)
devides the saved or exported ojects as one 3DS file, into seperated objects. The result will be like "object0.rwx" "object1.rwx" object2.rwx" aso...
conserves the way how the textures have been applied to the object.
If we continue our example and convert "avatar.3ds" into RWX format while conserving the original scale, textures and hierarchical structure, we use the following command :
3dstorwx -N -T -H avatar
A new file "avatar.rwx" will be created in the directory "C:\my3D"
To make your avatar compatible with the animation sequences (SEQ):
When opening the file "avatar.rwx" with a simple text editor, you will notice that each body part is prefixed with a TAG, like :
vertex 0.0018 -0.0158 -0.0047 uv 0.8271 0.8847
vertex 0.0000 0.0069 -0.0043 uv 1.0000 0.1386
The number following the TAG indicates to the .SEQ animation file how to react to the different body parts of the avatar.
Below you'll find a list of all TAGs, some like TAG 4, 9, 14, 18 and 22 to 30 are rarely used.
|TAG 3||Neck (lower)|
|TAG 5||Shoulder right|
|TAG 6||Arm right|
|TAG 7||Underarm right|
|TAG 8||Hand right|
|TAG 9||Fingers right|
|TAG 10||Shoulder left|
|TAG 11||Arm left|
|TAG 12||Underarm left|
|TAG 13||Hand left|
|TAG 14||Fingers left|
|TAG 15||Leg right||
|TAG 16||Lower leg right|
|TAG 17||Foot right|
|TAG 18||Towes right|
|TAG 19||Leg left|
|TAG 20||Lower leg left|
|TAG 21||Foot left|
|TAG 22||Towes left|
|TAG 23||Neck (upper)|
|TAG 24||Tail (base)|
|TAG 25||Tail (2nd part)|
|TAG 26||Tail (3rd part)|
|TAG 27||Tail (edge)|
|TAG 28||Object 1|
|TAG 29||Object 2|
|TAG 30||Object 3|
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